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Pokémon Spinoff: Pokemon TCG: Neo (V1.41 Update)

I am thinking of replacing the Crystal Type ability with normal attacks, since it's bugged for 3/4 o


  • Total voters
    16
  • Poll closed .
So how many copies of the legendary cards are actually available in the game? Or is there no limit, so stopping at (say) sixteen of each makes sense? I'm at about forty cards now.

Also, have you considered creating a patch based on the Gym Challenge/Heroes sets? By my count, there are 180 Pokemon across those sets, plus 37 trainer cards (gyms included) that refer to specific Leaders, so that leaves slots for about 30 regular trainer cards? Not sure how you'd program the stadiums (maybe 'for the rest of this turn'?), but most of the other functions should be workable?
I m pretty sure that I deleted the limit for getting legendary cards, or I raised it to a ridiculously high number.

I have thought about doing the Gym sets. However I have some qualms about how to program in certain pokemon (Hello, Brock's Ninetails) and I have to wonder if such a thing is neccesary since Kanto TCG exists. (Then again… Kanto TCG is quite buggy…)
 
I m pretty sure that I deleted the limit for getting legendary cards, or I raised it to a ridiculously high number.

I have thought about doing the Gym sets. However I have some qualms about how to program in certain pokemon (Hello, Brock's Ninetails) and I have to wonder if such a thing is neccesary since Kanto TCG exists. (Then again… Kanto TCG is quite buggy…)
Without a limit, I guess it's possible to end up with hundreds of one card and only a handful of another? That could get annoying.

Re Brock's Ninetales, I'd start with the GB Ditto's Morph attack, swap "basic" for "evolution". Ideally you'd also grant the new card the "devolution" option as a third ability, but if the software can't handle three attacks on a card, have it move Ditto to the bench (or hand?) and binary flip its power for one that allows discarding the active evolved card, similar to the way the Fossil and Poke Doll cards work.
 
Without a limit, I guess it's possible to end up with hundreds of one card and only a handful of another? That could get annoying.

Re Brock's Ninetales, I'd start with the GB Ditto's Morph attack, swap "basic" for "evolution". Ideally you'd also grant the new card the "devolution" option as a third ability, but if the software can't handle three attacks on a card, have it move Ditto to the bench (or hand?) and binary flip its power for one that allows discarding the active evolved card, similar to the way the Fossil and Poke Doll cards work.
The max limit of any card owned by the player remains at 99, so there's that. Also yeah the game can't handle 3 attacks, unless the legendary Slash found a way around that and never told us.

I did look nto it and you're half right about the Ninetales. It would be possible to just use the pokepower to forcefully evolve it from hand to Ninetales. The major issue is how to have THAT evolution discard any pokepowers it has and replace it with Ninetales'. And since the game can't handle more than 3 attacks/ powers, that would quite problematic and would cause huge glitching if Ninetales evolved into something with 2 attacks… or even one with an activated ability…

Closest thing in terms of programming remains the forced evolution, which I guess is close enough.
 
V 1.33 is live. Contains bug and text glitches, and thanks to Electro of the disassembly project, Version 1.33 (only) now prevents the first player from attacking on the first turn, which I say balances the game better in a sub 120 HP format. But if you don't like it, that rule isn't present in the Legacy version.

Also, I am publicly announcing the Discord server for people who want to learn how to hack this game, show off sprite art, or just discuss poketcg hacks in general. Honestly, thanks to Shaoden's modified pret, it's never been easier to hack this game.

Shaoden's pret found here: https://github.com/Sha0den/improvedpoketcg
Discord found here: https://discord.gg/K2kfTx2xRf
 
V 1.33 is live. Contains bug and text glitches, and thanks to Electro of the disassembly project, Version 1.33 (only) now prevents the first player from attacking on the first turn, which I say balances the game better in a sub 120 HP format. But if you don't like it, that rule isn't present in the Legacy version.

Also, I am publicly announcing the Discord server for people who want to learn how to hack this game, show off sprite art, or just discuss poketcg hacks in general. Honestly, thanks to Shaoden's modified pret, it's never been easier to hack this game.

Shaoden's pret found here: https://github.com/Sha0den/improvedpoketcg
Discord found here: https://discord.gg/K2kfTx2xRf
Now if only it were easy to hack the 2nd game.
 
Yeah, I know that they are working on it, but according to one of them, hacking TCG2 is still a long ways away…

Marks my words, if they DO get it done, then TCG Advanced will be real. But until then…
All we can do is dream....and enjoy the hell out of both Neo and Generations (among others).
 
Thanks for putting this together. The new artwork is fantastic!
I opted to play through the Legacy version first to get a sense for cards I never played with before, but found myself wondering what the more popular version choice is... and I'll need to read through this thread and see what people are talking about most. (I will probably get to trying the balance change version soon enough)

However, I registered to ask if this is an appropriate place to ask questions about the game/provide feedback? I saw the "known bugs and glitches" and "F.A.Q.'S" section in the first post and I don't think it covered a number of things I had observed. I don't know how to check if something went wrong when I patched the game or if it is an issue everyone could/would experience, either. If it's acceptable to post observations, I could at least have someone else check/verify the things I've run into that may be glitches or (mostly minor) typos on the text describing attacks (etc.)..?
 
Thanks for putting this together. The new artwork is fantastic!
I opted to play through the Legacy version first to get a sense for cards I never played with before, but found myself wondering what the more popular version choice is... and I'll need to read through this thread and see what people are talking about most. (I will probably get to trying the balance change version soon enough)

However, I registered to ask if this is an appropriate place to ask questions about the game/provide feedback? I saw the "known bugs and glitches" and "F.A.Q.'S" section in the first post and I don't think it covered a number of things I had observed. I don't know how to check if something went wrong when I patched the game or if it is an issue everyone could/would experience, either. If it's acceptable to post observations, I could at least have someone else check/verify the things I've run into that may be glitches or (mostly minor) typos on the text describing attacks (etc.)..?
I think it's ok to post this kind of stuff here, many people have done it and will do it, it's not like each post has its own set of rules or anything like that.
 
Thanks for putting this together. The new artwork is fantastic!
I opted to play through the Legacy version first to get a sense for cards I never played with before, but found myself wondering what the more popular version choice is... and I'll need to read through this thread and see what people are talking about most. (I will probably get to trying the balance change version soon enough)

However, I registered to ask if this is an appropriate place to ask questions about the game/provide feedback? I saw the "known bugs and glitches" and "F.A.Q.'S" section in the first post and I don't think it covered a number of things I had observed. I don't know how to check if something went wrong when I patched the game or if it is an issue everyone could/would experience, either. If it's acceptable to post observations, I could at least have someone else check/verify the things I've run into that may be glitches or (mostly minor) typos on the text describing attacks (etc.)..?
Go ahead and post any glitches you may have found. I am going to correct 2 of them in the next update (both in Legacy): Lugia's Aeroblast not discarding all energies, and making Kingdra's second attack match the real life card. Also possibly a typo on Gambler.
 
I think it's ok to post this kind of stuff here, many people have done it and will do it, it's not like each post has its own set of rules or anything like that.
Hours later, now having read the whole thread, yeah it seems kinda silly to have asked that
Go ahead and post any glitches you may have found. I am going to correct 2 of them in the next update (both in Legacy): Lugia's Aeroblast not discarding all energies, and making Kingdra's second attack match the real life card. Also possibly a typo on Gambler.
observations made in Legacy 1.33 (assuming I didn't have some error when I patched or have unknowingly been using the wrong version the whole time, or whatever)
Let me know if you can't replicate any of this, or if I didn't phrase anything clearly. I'm sorry if this is a bit lengthy, I started taking notes at some point in case I ever had the opportunity to ask.
  • bug: Kadabra(Lv25, Destiny)'s 'Energy Recall' attack deals 60 damage to itself, but the attack's description doesn't describe this behavior. I later realized this functions similarly to Poliwhirl(Lv29, Discovery)'s 'Belly Drum' attack and wonder if Kadabra also deals 30 to itself, but hits itself for 60 due to its weakness to Psychic?
  • bug: Magcargo(Lv33, Discovery)'s 'Crushing Lava' attack will deal 60(40+20) damage even if you decline to discard a Fighting Energy. Sometimes when you decline the first time, it will discard a non-Fighting Energy. So far, I've only had it happen when it had 2 Fire(for Slugma) + 1 Fighting Energy attached but I'm uncertain if that's coincidence or not. Yes, I know and deserve the unexpected discard because of karma for exploiting this. Also: just noticed the attack description may be missing a period on the end, after "damage"? Haven't paid attention if this is how it always is or not.
  • typo: Sneasel(Lv37, Destiny)'s 'Beat Up' attack description says "Flip coins equal to the number of your benched Pokémon." It behaves as if it's equal to the number of Pokémon you have in play(including itself) like the Neo Genesis card.
  • typo: Arcade Game(Genesis) says ~If heads, draw 7 cards. If tails, draw 1 card. in the card's description. After you play it(i.e. during gameplay), it says ~If heads draw 9 cards. If tails, draw 1 card. I'm assuming this is exactly what you were referring to in your comment(?). I also wasn't sure if it was behaving properly or not as it's effectively Gambler, but the original Gambler draws either 8 cards or 1 card -- which is different from both ways it's worded in-game.
  • bug(?)/typo(?): some attacks seem to completely ignore the 'Baby Power' coin flips, and I'm not sure if it's following a consistent rule that I'm unaware of, or if it's unintended behavior. Known examples include Misdreavus(Lv34, Revelation)'s 'Night Eyes' attack which seems to put Baby Pokémon to sleep without a coin flip, and Electrode(Lv29, Destiny)'s 'Swift' attack. For the latter, I assume it's working as intended but not fully described (e.g. compare to this Electrode card or the Sandshrew from TCG2). I think other cards have 'Swift' as an attack, but I haven't tested any yet.
  • typo: Seadra(Lv34, Revelation)'s 'Water Bullet' attack has a minor typo. It says "attacxhed to this Pokémon" instead of "attached" in its description.
  • Marill(Lv13, Genesis)'s 'Bubble Bomb' attack describes different outcomes after you use the attack compared to the card's description. The card description says ~heads: defending Pokémon is paralyzed, tails: deals 10 damage to itself -- and this appears to be accurate. The text that appears when you use 'Bubble Bomb' says ~heads: +20 damage, tails: defending Pokémon is paralyzed. On a humorous note, only caught this because I said "I guess 20 extra damage is better than getting paralyzed here" ...before getting paralyzed.
  • typo: the NPC who trades with you in the Fighting Club will say he'll trade you a Pikachu(Lv16), but you get a Kingdra(Lv91) instead. I assume this is a carry-over from the original game?
  • bug(?): Yanma(Lv29, Genesis)'s 'Sonicboom' attack will still flip for its "shockwave" component if it fails the 'Baby Power' coin flip on its attack. It will also not swap a Baby Pokémon from the bench if it fails the 'Baby Power' coin flip if you have a benched Baby Pokémon, seemingly. Not sure if this is working as intended, or not. Only experienced these interaction during 1 battle with an NPC, forgot who.
  • typo(?): Articuno(Lv48, Revelation)'s 'Freeze Solid' attack description says "If there are any Energy in your discard pile..." and based on how similar attacks work on other cards, I wondered if it's meant to say "any Water Energy in your discard pile..."? Joseph from the Science Club has this Articuno but wouldn't attack even with both Grass and Double Colorless Energy in his discard pile. Wasn't sure if this was intended and was just one of the many examples of the NPC AI making dumb decisions.
  • bug: effects like Scizor(Lv33, Discovery)'s 'Threaten' or Noctowl(Lv31, Revelation)'s 'Glaring Gaze' sometimes reveal the attack-user's own hand afterward? I'm guessing it has something to do with it being basically a 1-sided "Lass" effect?
  • bug: sometimes when scrolling the menus using the (left/right d-pad arrow) page up/down shortcut, text errors occur. It's temporary, and doesn't seem to be a real problem but I figured I'd mention it. I'm guessing this is an unavoidable consequence for managing to add so much stuff into the game, or maybe even another carry-over from the original game.
thanks to anyone who reads this and can test/confirm if any of these observations aren't just something on my end
 
Hours later, now having read the whole thread, yeah it seems kinda silly to have asked that

observations made in Legacy 1.33 (assuming I didn't have some error when I patched or have unknowingly been using the wrong version the whole time, or whatever)
Let me know if you can't replicate any of this, or if I didn't phrase anything clearly. I'm sorry if this is a bit lengthy, I started taking notes at some point in case I ever had the opportunity to ask.
  • bug: Kadabra(Lv25, Destiny)'s 'Energy Recall' attack deals 60 damage to itself, but the attack's description doesn't describe this behavior. I later realized this functions similarly to Poliwhirl(Lv29, Discovery)'s 'Belly Drum' attack and wonder if Kadabra also deals 30 to itself, but hits itself for 60 due to its weakness to Psychic?
  • bug: Magcargo(Lv33, Discovery)'s 'Crushing Lava' attack will deal 60(40+20) damage even if you decline to discard a Fighting Energy. Sometimes when you decline the first time, it will discard a non-Fighting Energy. So far, I've only had it happen when it had 2 Fire(for Slugma) + 1 Fighting Energy attached but I'm uncertain if that's coincidence or not. Yes, I know and deserve the unexpected discard because of karma for exploiting this. Also: just noticed the attack description may be missing a period on the end, after "damage"? Haven't paid attention if this is how it always is or not.
  • typo: Sneasel(Lv37, Destiny)'s 'Beat Up' attack description says "Flip coins equal to the number of your benched Pokémon." It behaves as if it's equal to the number of Pokémon you have in play(including itself) like the Neo Genesis card.
  • typo: Arcade Game(Genesis) says ~If heads, draw 7 cards. If tails, draw 1 card. in the card's description. After you play it(i.e. during gameplay), it says ~If heads draw 9 cards. If tails, draw 1 card. I'm assuming this is exactly what you were referring to in your comment(?). I also wasn't sure if it was behaving properly or not as it's effectively Gambler, but the original Gambler draws either 8 cards or 1 card -- which is different from both ways it's worded in-game.
  • bug(?)/typo(?): some attacks seem to completely ignore the 'Baby Power' coin flips, and I'm not sure if it's following a consistent rule that I'm unaware of, or if it's unintended behavior. Known examples include Misdreavus(Lv34, Revelation)'s 'Night Eyes' attack which seems to put Baby Pokémon to sleep without a coin flip, and Electrode(Lv29, Destiny)'s 'Swift' attack. For the latter, I assume it's working as intended but not fully described (e.g. compare to this Electrode card or the Sandshrew from TCG2). I think other cards have 'Swift' as an attack, but I haven't tested any yet.
  • typo: Seadra(Lv34, Revelation)'s 'Water Bullet' attack has a minor typo. It says "attacxhed to this Pokémon" instead of "attached" in its description.
  • Marill(Lv13, Genesis)'s 'Bubble Bomb' attack describes different outcomes after you use the attack compared to the card's description. The card description says ~heads: defending Pokémon is paralyzed, tails: deals 10 damage to itself -- and this appears to be accurate. The text that appears when you use 'Bubble Bomb' says ~heads: +20 damage, tails: defending Pokémon is paralyzed. On a humorous note, only caught this because I said "I guess 20 extra damage is better than getting paralyzed here" ...before getting paralyzed.
  • typo: the NPC who trades with you in the Fighting Club will say he'll trade you a Pikachu(Lv16), but you get a Kingdra(Lv91) instead. I assume this is a carry-over from the original game?
  • bug(?): Yanma(Lv29, Genesis)'s 'Sonicboom' attack will still flip for its "shockwave" component if it fails the 'Baby Power' coin flip on its attack. It will also not swap a Baby Pokémon from the bench if it fails the 'Baby Power' coin flip if you have a benched Baby Pokémon, seemingly. Not sure if this is working as intended, or not. Only experienced these interaction during 1 battle with an NPC, forgot who.
  • typo(?): Articuno(Lv48, Revelation)'s 'Freeze Solid' attack description says "If there are any Energy in your discard pile..." and based on how similar attacks work on other cards, I wondered if it's meant to say "any Water Energy in your discard pile..."? Joseph from the Science Club has this Articuno but wouldn't attack even with both Grass and Double Colorless Energy in his discard pile. Wasn't sure if this was intended and was just one of the many examples of the NPC AI making dumb decisions.
  • bug: effects like Scizor(Lv33, Discovery)'s 'Threaten' or Noctowl(Lv31, Revelation)'s 'Glaring Gaze' sometimes reveal the attack-user's own hand afterward? I'm guessing it has something to do with it being basically a 1-sided "Lass" effect?
  • bug: sometimes when scrolling the menus using the (left/right d-pad arrow) page up/down shortcut, text errors occur. It's temporary, and doesn't seem to be a real problem but I figured I'd mention it. I'm guessing this is an unavoidable consequence for managing to add so much stuff into the game, or maybe even another carry-over from the original game.
thanks to anyone who reads this and can test/confirm if any of these observations aren't just something on my end

Thank you for your report. Fixed almost all of them, let me address the rest:

- Due to the way the engine works, all attacks which affect the defending pokemon but don't do damage bypass Transparency (baby power in legacy). The devs didn't have to worry about it because those attacks did not exist in the original game. In order for me to fix this, I need more space in effect functions, which I do not have because this was created way before Shaoden's poketcgV2 was released. Tl Dr, I don't want to remake the entire game to fix this one glitch, so it stays.

- Yanma's attack is working as intended. It's just a very weird attack. It's a good thing I double checked it though, because it's supposed to be called "Shockwave", not "Sonicboom". That has been fixed.

- Articuno (and Moltres and Zapdos) are intended to say every energy because it's too much of a pain to make them all get 1 of their respective energy (and it means I need to use effect functions soace that I don't have). The reason why Joseph is failing to use the attack is due to a quirk in the AI: long story short, I programmed each of the elemental birds to retrieve energies only of thier specific color for the AI, because that's the only way the AI understands that function. So the AI checked to see if there was water energy in the discard, saw none, therefore did not attack. Maybe someone smarter than me can fix it, but not me.

- Yeah something screwy is going on with the AI when it uses the "one sided Lass" effects. I'm going to have to spend some time on that. EDIT: it works correctly now.

- Could you give me more information on the text scrolling glitch? Depending on where it is and when it occurs, I can probably fix it. But unless I know those two things, I can't.

If I didn't mention anything, that means it's been fixed.
 
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Thank you for your report. Fixed almost all of them, let me address the rest:

- Due to the way the engine works, all attacks which affect the defending pokemon but don't do damage bypass Transparency (baby power in legacy). The devs didn't have to worry about it because those attacks did not exist in the original game. In order for me to fix this, I need more space in effect functions, which I do not have because this was created way before Shaoden's poketcgV2 was released. Tl Dr, I don't want to remake the entire game to fix this one glitch, so it stays.
Somehow, it hadn't even occurred to me that the Baby Power was Transparency! (hah)
The Baby Power effect is such a good defensive option already so, honestly, I like that there are ways around it besides applying special conditions (can fail their coin flip(s)) and the Feraligatr with the 'Scare' PKMN Power(Muk's 'Toxic Gas').
Cataclyptic said:
- Yanma's attack is working as intended. It's just a very weird attack. It's a good thing I double checked it though, because it's supposed to be called "Shockwave", not "Sonicboom". That has been fixed.
I played a bit more after making my post, and discovered that Articuno(Lv48, Revelation)'s 'Freeze Solid' attack also behaves the same -- fails to do damage, but flips for its effect afterward -- I'm assuming a number of other attacks do the same, now.
Cataclyptic said:
- Articuno (and Moltres and Zapdos) are intended to say every energy because it's too much of a pain to make them all get 1 of their respective energy (and it means I need to use effect functions soace that I don't have). The reason why Joseph is failing to use the attack is due to a quirk in the AI: long story short, I programmed each of the elemental birds to retrieve energies only of their specific color for the AI, because that's the only way the AI understands that function. So the AI checked to see if there was water energy in the discard, saw none, therefore did not attack. Maybe someone smarter than me can fix it, but not me.
Makes sense, thank you for explaining. I realized after playing a bit more that I forgot to double check the wording on the other legendary birds (for some reason I thought they did specify Energy type).
Cataclyptic said:
- Yeah something screwy is going on with the AI when it uses the "one sided Lass" effects. I'm going to have to spend some time on that. EDIT: it works correctly now.

- Could you give me more information on the text scrolling glitch? Depending on where it is and when it occurs, I can probably fix it. But unless I know those two things, I can't.

If I didn't mention anything, that means it's been fixed.
Two examples I can recreate with some consistency
  • go interact with the PC(@ Mason's Lab/Pokémon Dome), select 'Card Album', select '3. Revelation', hit right on the d-pad to page down, when you reach the bottom (Double Colorless Energy) the text in the top left will change from saying "REVELATION" to saying "RGY EVELATION".
  • open the menu, go to 'CARD', then the Colorless Pokémon, and scroll down to the bottom of the list. somewhere around Miltank the text in the top left (normally ~"[PLAYER]'S CARDS") will start to get overwritten by other text (seems to be other text visible on the screen). After this starts, every time you go back to the top and "Snorlax" appears on screen, it will happen again. Then, if you stay in that Colorless Pokémon menu and scroll back down it will ovewrite some of the text again after reaching somewhere between reaching "Blissey" and the bottom of the list (although it can happen on multiple Pokémon different names if you scroll individually). If you keep this up, the top left text will turn to gibberish eventually. It seems to completely fix itself once you leave that menu screen and return (although it can be re-done at will).
a quick TIP for anyone unaware: you can save time scrolling by holding down the Select button + pressing down/up to scroll by page-by-page rather than name-by-name in many menus that don't let you page up/down using the left/right d-pad buttons. If you're looking to test the 2nd example, it will save you a lot of time

I also have...
  • a new typo report: during the credits sequence, there's a typo on the screen that has Murray, the Psychic Club leader. It says "suppsed" instead of "supposed".
    Mostly unrelated:
    Spoiler: credits details
    is hilarious. Also loved the credits "cameos" of
    Spoiler: credits "spoilers"
  • a new bug report (although you may have fixed this already): when doing the no-discard attack power increase with Magcargo(Lv33, Discovery)'s 'Crushing Lava' attack, it would add an extra (Fire) Energy to your discard pile every turn. I'm pretty sure the first time this happens, it's a real card you can interact with. i.e. I used an Energy Ark(Energy Retrieval) to get it from the discard pile after 3 turns of observing this, but only 1 was actually there. I checked at it also appears I was then playing with 61 cards (5 prizes left + 1 active + 3 bench + 31 in deck + 15 in discard + 6 in hand; see attached picture)
 

Attachments

  • [PokeCommunity.com] Pokemon TCG: Neo (V1.41 Update)
    5prize+Steelix+3bench+31+15+6 -- 61 cards no2.png
    13.1 KB · Views: 3
Somehow, it hadn't even occurred to me that the Baby Power was Transparency! (hah)
The Baby Power effect is such a good defensive option already so, honestly, I like that there are ways around it besides applying special conditions (can fail their coin flip(s)) and the Feraligatr with the 'Scare' PKMN Power(Muk's 'Toxic Gas').

I played a bit more after making my post, and discovered that Articuno(Lv48, Revelation)'s 'Freeze Solid' attack also behaves the same -- fails to do damage, but flips for its effect afterward -- I'm assuming a number of other attacks do the same, now.

Makes sense, thank you for explaining. I realized after playing a bit more that I forgot to double check the wording on the other legendary birds (for some reason I thought they did specify Energy type).

Two examples I can recreate with some consistency
  • go interact with the PC(@ Mason's Lab/Pokémon Dome), select 'Card Album', select '3. Revelation', hit right on the d-pad to page down, when you reach the bottom (Double Colorless Energy) the text in the top left will change from saying "REVELATION" to saying "RGY EVELATION".
  • open the menu, go to 'CARD', then the Colorless Pokémon, and scroll down to the bottom of the list. somewhere around Miltank the text in the top left (normally ~"[PLAYER]'S CARDS") will start to get overwritten by other text (seems to be other text visible on the screen). After this starts, every time you go back to the top and "Snorlax" appears on screen, it will happen again. Then, if you stay in that Colorless Pokémon menu and scroll back down it will ovewrite some of the text again after reaching somewhere between reaching "Blissey" and the bottom of the list (although it can happen on multiple Pokémon different names if you scroll individually). If you keep this up, the top left text will turn to gibberish eventually. It seems to completely fix itself once you leave that menu screen and return (although it can be re-done at will).
a quick TIP for anyone unaware: you can save time scrolling by holding down the Select button + pressing down/up to scroll by page-by-page rather than name-by-name in many menus that don't let you page up/down using the left/right d-pad buttons. If you're looking to test the 2nd example, it will save you a lot of time

I also have...
  • a new typo report: during the credits sequence, there's a typo on the screen that has Murray, the Psychic Club leader. It says "suppsed" instead of "supposed".
    Mostly unrelated:
    Spoiler: credits details
    is hilarious. Also loved the credits "cameos" of
    Spoiler: credits "spoilers"
  • a new bug report (although you may have fixed this already): when doing the no-discard attack power increase with Magcargo(Lv33, Discovery)'s 'Crushing Lava' attack, it would add an extra (Fire) Energy to your discard pile every turn. I'm pretty sure the first time this happens, it's a real card you can interact with. i.e. I used an Energy Ark(Energy Retrieval) to get it from the discard pile after 3 turns of observing this, but only 1 was actually there. I checked at it also appears I was then playing with 61 cards (5 prizes left + 1 active + 3 bench + 31 in deck + 15 in discard + 6 in hand; see attached picture)
Fixed and fixed. Thank you. Also, I still cannot activate the menu glitches you are experiencing. IDK.
 
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Spoiler:


The game has been updated to V 1.35. It contains multiple bug fixes and typos for Legacy version, and more importantly, a new gender selection screen courtesy of Electro! Be sure to thank him for that! Because when I tried doing it on my own boy howdy did it not work and break my game in various fun ways.
 
Thank you Electro(!!!) for putting in the work to make it possible to select your player character's gender from the start screen!

Fixed and fixed. Thank you. Also, I still cannot activate the menu glitches you are experiencing. IDK.
I'm just going to assume it's something on my end (perhaps a nearly inconsequential patching issue or even a quirk of using different emulators?).
I recorded about a minute of gameplay to show off both, but if they're not linked or attached here assume I tried and failed to upload a brief video clip
Not sure why I didn't think to before, but how about I upload a set of screenshots. That's certainly simpler?
in-game PC 'Card Album' text examples:
[PokeCommunity.com] Pokemon TCG: Neo (V1.41 Update)(regular)[PokeCommunity.com] Pokemon TCG: Neo (V1.41 Update)(after it happens; see: top left of screen)
in pause screen's 'CARD' menu:
ex1)[PokeCommunity.com] Pokemon TCG: Neo (V1.41 Update)ex2)[PokeCommunity.com] Pokemon TCG: Neo (V1.41 Update)ex3)[PokeCommunity.com] Pokemon TCG: Neo (V1.41 Update)(also see: top left of screen)

On a related note about accidentally causing trouble in the top-left of the screen... I maybe found another new thing to report in for checking in about 1.35 Legacy, too. I'm sorry(!), Cataclyptic
Was able to reproduce this outcome after selecting both Mark and Mint, after creating a new save file, changing my 'CONFIG' settings to '5' and 'Skip Some', and then saving in Doctor Mason's Lab, restarting the game, and then loading my save file. I also tried saving in the Poké Dome instead but found the same result -- not sure if saving in other locations will/won't avoid this outcome or no). Your character is floating at the top-left of the screen and the cursor starts on the Science Club. Trying to walk anywhere almost works, but your character paths around all sorts of coordinates and (seemingly) never reaches the location. Tried playing the balance patch version and this behavior did not happen. I haven't tested it without changing the settings yet, as I really just wanted to post the first set of screenshots, but I'll report back after I get that done.
Mark:[PokeCommunity.com] Pokemon TCG: Neo (V1.41 Update)Mint:[PokeCommunity.com] Pokemon TCG: Neo (V1.41 Update)

edit: oh, the screenshots are at what I'm guessing is the game's default resolution. I forgot to edit them like the earlier picture but can do so if necessary
edit#2: I forgot to ask: is there any reason the Rock, Lightning, and Science Club leaders give 2 booster packs but the other 5 club leaders give out 3 booster packs?
 
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Just out of curiosity: the description of the First-Strike Deck in the deck machine states that it's a deck that denies evolution, and it's a deck of all basics and Aerodactyl but nothing that prevents evolution like the deck description states, neither in the main patch nor in the legacy patch. So that really has me wondering: did there ever used to be a version where Aerodactyl was like its Fossil counterpart and prevented evolutions and that deck just became outdated when Aerodactyl was changed later on? And if so: are there any other outdated decks like that which don't work as intended anymore? (I mean that second question for the main patch only, as I do know for sure from seeing the decks that their builds and descriptions are definitely not made for the legacy patch)
 
Just out of curiosity: the description of the First-Strike Deck in the deck machine states that it's a deck that denies evolution, and it's a deck of all basics and Aerodactyl but nothing that prevents evolution like the deck description states, neither in the main patch nor in the legacy patch. So that really has me wondering: did there ever used to be a version where Aerodactyl was like its Fossil counterpart and prevented evolutions and that deck just became outdated when Aerodactyl was changed later on? And if so: are there any other outdated decks like that which don't work as intended anymore? (I mean that second question for the main patch only, as I do know for sure from seeing the decks that their builds and descriptions are definitely not made for the legacy patch)
You are completely correct, and I probably ought to edit this. The "no evolutions ability" was once on Aerodactyl for the longest time, and just recently got put on Shiny Kabutops. I forgot to edit this deck when that was done.

Thank you Electro(!!!) for putting in the work to make it possible to select your player character's gender from the start screen!


I'm just going to assume it's something on my end (perhaps a nearly inconsequential patching issue or even a quirk of using different emulators?).
I recorded about a minute of gameplay to show off both, but if they're not linked or attached here assume I tried and failed to upload a brief video clip
Not sure why I didn't think to before, but how about I upload a set of screenshots. That's certainly simpler?
in-game PC 'Card Album' text examples:
View attachment 165113(regular)View attachment 165114(after it happens; see: top left of screen)
in pause screen's 'CARD' menu:
ex1)View attachment 165115ex2)View attachment 165116ex3)View attachment 165117(also see: top left of screen)

On a related note about accidentally causing trouble in the top-left of the screen... I maybe found another new thing to report in for checking in about 1.35 Legacy, too. I'm sorry(!), Cataclyptic
Was able to reproduce this outcome after selecting both Mark and Mint, after creating a new save file, changing my 'CONFIG' settings to '5' and 'Skip Some', and then saving in Doctor Mason's Lab, restarting the game, and then loading my save file. I also tried saving in the Poké Dome instead but found the same result -- not sure if saving in other locations will/won't avoid this outcome or no). Your character is floating at the top-left of the screen and the cursor starts on the Science Club. Trying to walk anywhere almost works, but your character paths around all sorts of coordinates and (seemingly) never reaches the location. Tried playing the balance patch version and this behavior did not happen. I haven't tested it without changing the settings yet, as I really just wanted to post the first set of screenshots, but I'll report back after I get that done.
Mark:View attachment 165118Mint:View attachment 165120

edit: oh, the screenshots are at what I'm guessing is the game's default resolution. I forgot to edit them like the earlier picture but can do so if necessary
edit#2: I forgot to ask: is there any reason the Rock, Lightning, and Science Club leaders give 2 booster packs but the other 5 club leaders give out 3 booster packs?
Yeah I still can't figure out why you're experiencing that visual glitch. Maybe try VBA-M as an emulator? As for the booster pack thing, that's a glitch because they are also supposed to give 3. Checking my code quickly, it does say that those three are supposed to give 3 boosters, so if they aren't this implies something's up and I'll look into it.
 
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